diff options
Diffstat (limited to 'src/UI')
-rw-r--r-- | src/UI/Window.cpp | 43 | ||||
-rw-r--r-- | src/UI/Window.h | 8 |
2 files changed, 41 insertions, 10 deletions
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp index 4582d6cf4..8bbc4f482 100644 --- a/src/UI/Window.cpp +++ b/src/UI/Window.cpp @@ -242,12 +242,15 @@ void cWindow::Clicked( // Nothing needed return; } - case caLeftPaintBegin: OnPaintBegin (a_Player); return; - case caRightPaintBegin: OnPaintBegin (a_Player); return; - case caLeftPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; - case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; - case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return; - case caRightPaintEnd: OnRightPaintEnd(a_Player); return; + case caLeftPaintBegin: OnPaintBegin (a_Player); return; + case caRightPaintBegin: OnPaintBegin (a_Player); return; + case caMiddlePaintBegin: OnPaintBegin (a_Player); return; + case caLeftPaintProgress: OnPaintProgress (a_Player, a_SlotNum); return; + case caRightPaintProgress: OnPaintProgress (a_Player, a_SlotNum); return; + case caMiddlePaintProgress: OnPaintProgress (a_Player, a_SlotNum); return; + case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return; + case caRightPaintEnd: OnRightPaintEnd (a_Player); return; + case caMiddlePaintEnd: OnMiddlePaintEnd(a_Player); return; default: { break; @@ -643,9 +646,33 @@ void cWindow::OnRightPaintEnd(cPlayer & a_Player) -int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums) +void cWindow::OnMiddlePaintEnd(cPlayer & a_Player) { - if (static_cast<size_t>(a_Item.m_ItemCount) < a_SlotNums.size()) + if (!a_Player.IsGameModeCreative()) + { + // Midle click paint is only valid for creative mode + return; + } + + // Fill available slots with full stacks of the dragging item + const auto & DraggingItem = a_Player.GetDraggingItem(); + auto StackSize = ItemHandler(DraggingItem.m_ItemType)->GetMaxStackSize(); + if (0 < DistributeItemToSlots(a_Player, DraggingItem, StackSize, a_Player.GetInventoryPaintSlots(), false)) + { + // If any items were distibuted, set dragging item empty + a_Player.GetDraggingItem().Empty(); + } + + SendWholeWindow(*a_Player.GetClientHandle()); +} + + + + + +int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums, bool a_LimitItems) +{ + if (a_LimitItems && (static_cast<size_t>(a_Item.m_ItemCount) < a_SlotNums.size())) { LOGWARNING("%s: Distributing less items (%d) than slots (" SIZE_T_FMT ")", __FUNCTION__, static_cast<int>(a_Item.m_ItemCount), a_SlotNums.size()); // This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now diff --git a/src/UI/Window.h b/src/UI/Window.h index e1b91ccc7..5bb90a75e 100644 --- a/src/UI/Window.h +++ b/src/UI/Window.h @@ -218,8 +218,12 @@ protected: /** Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot */ void OnRightPaintEnd(cPlayer & a_Player); - /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed */ - int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums); + /** Processes the entire action stored in the internal structures for inventory painting; distributes a full stack into each slot */ + void OnMiddlePaintEnd(cPlayer & a_Player); + + /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed. + @param a_LimitItems if false, no checks are performed on a_Item.m_ItemCount. */ + int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums, bool a_LimitItems = true); } ; // tolua_export |